Memme - China Dress [OsuMania|Osu|Taiko]

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Yoeri

Estellia- wrote:

Oh my, this is the actual first time I couldn't find even a little bit of mistake in a map. Only certain flow problems such as:
00:13:053 (1,2,3) - This formation may seem boring (There are a few more) I disagree.
00:26:082 (1,2) - More flowy It is.
00:48:710 (3,4) - ^ ^
01:42:882 (1,2) - ^ ^

Good distance snapping BTW. Good normal overall~
00:03:967 (7) - The jump distance from 5 to 6 doesn't fit 6 to 7 What do you mean it doesn't fit?
00:27:625 (2,3,4,5,6,7,8,1,2,3,4,1) - I suggest making the stream curve more Don't see why.
00:52:139 (1,2,3,4,5) - Flow looks weird The flow is great.
00:56:253 (1,3) - Make them curve more Why?
00:57:625 (1,2,3,4,5) - Flow seems weird Not really.
01:24:625 (7) - Blanket 1? Ah, fixed.

Honestly, nothing to say about Insane. It's rather plain, and there were many reused patterns. You should also make the chorus more jumpy than the other parts because the chorus is where the song goes HYPE HYPE HYPE. As the Insane should be more stylized, yours will seem much more plain. I like how it's stream-based though.
Emilia
Since all the post here suggest that my mods are practically useless, I really want to see this thing get ranked soon
Zexous
TEAR BRO SORRY FOR LATE, LIFE HAPPENED

Low wrote:

[Zexous' Hard]
00:01:396 (1) - finish for emphasis uh...ok
00:16:825 (3) - add a whistle here like you did for the previous two circles? it sounds off not to have a whistle due to the higher pitch in the music whoops, yeah
00:20:253 (4) - remove the finish here. the sound isn't in the music ok
00:23:339 (1) - finish; it's in the music. ok
00:58:653 (7,1) - you should make this a small jump. i think it'd work well with the one note combo. o-okay...
01:16:825 (1,2,3,4,1) - these almost-overlapping sliders are kind of ugly. please space them out by a grid or two so they don't overlap ok
01:22:139 (1,2) - i don't think it's a good idea to have such a sudden, large jump, especially in a hard difficulty. i strongly recommend doing something such as this that gives players more leniency in terms of hitting the notes deal
01:23:167 (5) - this should be snapped to 1/6 fixed
01:28:139 (3) - add a whistle here for the same reason as previously mentioned.
02:00:710 (1) - remove the finish from the end of this slider. it ruins the emphasis of the next finish okay

Estellia- wrote:

00:15:796 (3,4) - Rather forced ? This feels very natural to me
00:23:339 (1,2,3,4,5) - Feels weird I don't see the problem
00:24:367 (5,1) - Looks weird with broken flow Intentional
01:07:225 (1,2) - Fix this I quite like it
01:18:539 (2,3) - Transition of the sliders seem awkward, maybe curve slider 3 to resemble 00:47:339 (4) - Doesn't work as well
01:26:425 (1,2,3,4) - Feels weird Moved pattern a bit away
01:29:167 (1,2) - Fix this I still quite like it
01:52:825 (2,3) - Looks unnatural How?
01:55:225 (1,2,3) - Looks awkward Tried several things, in the end all I could do was just curve it more

I like the beat placement and blanketting thing, its been fun modding your map because there were only flow and pattern problems. I like it~
Thank you for modding and sorry for delay!

http://puu.sh/b6AKB/8d8247c685.osu
TicClick
cheesiest's Expert
  1. 01:12:710 (1) - I don't really get why do you tend to skip finish at the times like this one. A normal addition would work just fine


Yoeri's Insane
  1. You may want to lower normal claps' volume in the very beginning (00:00:025 ~ 00:09:282). Also, I'd add them to 00:09:967 (3,7) (or soft ones at the very least, although none of these samplesets represent the actual "techno" clap)
  2. 02:01:567 (4) - whistle is correct but still sounds wrong


[Zexous' Hard]
  1. 00:18:539 (4) and 00:21:282 (4) and 00:26:767 (5) - (sorry, commas will break the timestamps) the clap sounds unnecessary
  2. 00:28:482 (1) and 00:31:225 (1) - and 00:36:710 (1) - I think patten combos are incorrect and therefore should be changed; you can use Yoeri's Insane as an example of everything
  3. 00:30:025 (4) - a new combo would be cool
  4. 01:18:539 (2) - how about you start adding claps again?
  5. 01:22:139 (1,2) - this is Hard, not Insane. Reduce the jump
  6. 01:59:682 (2,3) - ^
    1. 00:01:396 (1) -
    2. 00:12:367 (1) -
    3. 00:39:796 (1) - ?
    4. 00:50:767 (1) -
    5. 00:56:253 (1) -
    6. 01:01:739 (1) -
    7. 01:04:482 (1) -
    8. 01:05:853 (1) -
    9. 01:07:225 (1) -
    10. 01:12:710 (1) -
    11. 01:23:682 (1) -
    12. 01:29:167 (1) -
    13. 01:31:910 (1) -
    14. 01:33:282 (1) -
    15. 01:34:653 (1) -
    16. 01:37:396 (1,2,3) -
    17. 01:40:482 (1) -
    18. 01:42:882 (1) -
    19. 01:44:253 (1) -
    20. 01:45:625 (1) -
    21. 01:48:367 (1,2,3) -
    22. 01:59:339 (1) -


    Why?


[Priti's Easy]
  1. 00:29:853 (2) - a normal finish would fit that whooosh sound way more than a soft one (not speaking of the horrible soft clap you set here for some weird reason)
  2. 00:32:253 (2) and 00:35:339 (2) - see above
  3. 00:50:767 (4) - should be a bit further from the slider like (2) in 00:49:053 (2,3) -
  4. 00:56:253 (1) - soft clap sounds poor with soft finish
  5. 00:58:996 (1) - this drum whistle is, uh, beyond poor, like, it doesn't fit the music at all


good that I didn't just scroll through it


anyway, notify me when your guests fix (I hope) their diffs
Yoeri

TicClick wrote:

Yoeri's Insane
  1. You may want to lower normal claps' volume in the very beginning (00:00:025 ~ 00:09:282). Also, I'd add them to 00:09:967 (3,7) (or soft ones at the very least, although none of these samplesets represent the actual "techno" clap) I did add those claps, but I don't think it's necessary to lower the volume, since the percussion itself is not lower in volume than later in the song.
  2. 02:01:567 (4) - whistle is correct but still sounds wrong Sounds better with whistle than without. :/
Avena
Only fixed the spacing error that occurred due to a random SV Change I didn't plan on having.
The hitsounds are kept because I feel like they all emphasize the song better than what you suggested, The drum whistle is kept because I have no other idea for what to put there.
http://puu.sh/belNH.osu
cheesiest

TicClick wrote:

cheesiest's Expert
  1. 01:12:710 (1) - I don't really get why do you tend to skip finish at the times like this one. A normal addition would work just fine added whistle since idk what u want lmao
TicClick

cheesiest wrote:

TicClick wrote:

cheesiest's Expert
  1. 01:12:710 (1) - I don't really get why do you tend to skip finish at the times like this one. A normal addition would work just fine added whistle since idk what u want lmao
cheesiest
whoops lmao

normal hitfinish

http://puu.sh/bfsg5/36144908b2.txt diff
Zexous

TicClick wrote:

[Zexous' Hard]
  1. 00:18:539 (4) and 00:21:282 (4) and 00:26:767 (5) - (sorry, commas will break the timestamps) the clap sounds unnecessary I hear three equal beats there, it sounds imbalanced with claps on only 2. Keeping
  2. 00:28:482 (1) and 00:31:225 (1) - and 00:36:710 (1) - I think patten combos are incorrect and therefore should be changed; you can use Yoeri's Insane as an example of everything RUDE and I revised combos but not really using Yoeri's
  3. 00:30:025 (4) - a new combo would be cool HEY NICE THAT'S WHAT I THOUGHT TO DO IN PREVIOUS SUGGESTION
  4. 01:18:539 (2) - how about you start adding claps again? I...I don't like your sass...
  5. 01:22:139 (1,2) - this is Hard, not Insane. Reduce the jump O-..o-okay...
  6. 01:59:682 (2,3) - ^ C-...can I actually keep this?..
    1. 00:01:396 (1) -
    2. 00:12:367 (1) -
    3. 00:39:796 (1) - ?
    4. 00:50:767 (1) -
    5. 00:56:253 (1) -
    6. 01:01:739 (1) -
    7. 01:04:482 (1) -
    8. 01:05:853 (1) -
    9. 01:07:225 (1) -
    10. 01:12:710 (1) -
    11. 01:23:682 (1) -
    12. 01:29:167 (1) -
    13. 01:31:910 (1) -
    14. 01:33:282 (1) -
    15. 01:34:653 (1) -
    16. 01:37:396 (1,2,3) -
    17. 01:40:482 (1) -
    18. 01:42:882 (1) -
    19. 01:44:253 (1) -
    20. 01:45:625 (1) -
    21. 01:48:367 (1,2,3) -
    22. 01:59:339 (1) -


    Why?
    Sorry, my headset is not top notch quality, thank you
http://puu.sh/bkqJ7/efbe3199a7.osu
TicClick
Fullerene-
oh wow this is actually happening
Rumia-
mania diffs are fine for me ! ill discuss with other mode bats ! wait me
Avena
My sister stole my netstick, If there is any change needed feel free to apply it for me as long as it isn't retarded
Edit: I got a new one 15 minutes later lol
TicClick
After a discussion with some of standard BATs, I have to pop my own bubble, mainly for huge difficulty gap between Normal and Hard.
I'll edit this post and also remod Insane.
Avena
#BlameZexous2014
Zexous

Priti wrote:

#BlameZexous2014
Happened on far east nightbird too just now. And on smooooch way back when, I think.
#BlameZexous2014
Topic Starter
Tear
This is about the least helpful you could possibly be.

  1. What makes the gap big exactly?
  2. Why is the hard->insane gap acceptable when it's just 0.1 smaller?
  3. What diffs should be modified?
  4. This is a mania mapset, standard is the secondary mode here. Historically, secondary modes were allowed to have HUGE gaps, even very recently.
TicClick

Tear wrote:

This is about the least helpful you could possibly be.
I said I'll edit the post, didn't I? Okay, let's move step by step.

[Zexous' Hard]
The gap is created by a high (in comparsion to Normal) slider velocity. The overall spacing (including random slider to slider jumps) is also a problem. Finally, you could use less 1/4 (not really necessary, though). These jumps also only make the situation worse:
  1. 00:51:452 (5,1) -
  2. 01:22:139 (1,2) -
  3. 01:24:882 (5,1) -
  4. 01:46:310 (3,4) - ?
  5. 01:48:367 (1,2,3,4) -

    (EDIT: other BATs also mention spaced 1/4 repeating sliders could use less distance in between (doesn't matter if they appear in a row or with tiny pauses, like these))

  6. 01:59:682 (2,3) -


In other words: reduce SV, reduce spacing a bit, re-map most of random jumps and fix all the jumps listed.

The gap between Hard and Insane is deemed acceptable because it's traditional for higher difficulties to be much harder than the rest of the mapset (note it does not apply to Hard as it should be a bridge between two difficulties (gameplay-wise)). Oh, and speaking of Insane, there's also a huge problem with some of the parts.

[Yoeri's Insane]
  1. The following patterns do not follow the music, as it contains nothing that sounds like 4 1/4th notes:
    1. 00:13:053 (4,5,6,7) -
    2. 00:14:425 (4,5,6,7) -
    3. 00:15:796 (4,5,6,7) -
    4. 01:24:367 (4,5,6,7) -
    5. 01:25:739 (4,5,6,7) -
    6. 01:27:110 (4,5,6,7) -


    What they should be instead: http://puu.sh/bpk6a/22da804d42.jpg


Finally, the historical part. Having a set of multiple difficulties for secondary mode implies it's well balanced has any sort of balance. Several people have told me that the gap is too big and can not be tolerated, so I guess this is the end of history, life, universe and everything.

Yes, this may seem unfair, but I'll restore the state of your mapset after the above issues are fixed.
Topic Starter
Tear
Thanks for the reply. I had a bit of a rough day so far so please forgive the hostility... That and the mapset taking this long to rank x_x
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